File: MMWoX.swf-(9.75 MB, 640x400, Loop)
[_] INITIAL RELEASE Izaki 09/28/15(Mon)22:16:18 No.2915084
This is my 1.0 of my hopefully continuing rendition of Might and Magic: World of Xeen as
shop/audio loops.
Few notes:
- Audio is heavily compressed, as original sat around 18MB. Any help with better compression
methods would be appreciated
- I'm planning on developing the other half (Darkside of Xeen) in due time
- Use the compass (Purple gem in HUD) to access the load menu
- Loops are not perfect
Please let me know if you run into any bugs. This was my first real attempt at AS3.0 (It's
horrible)
>> [_] Anonymous 09/28/15(Mon)22:29:06 No.2915092
How do I do anything after I hit new game?
Mouse, arrow keys, wasd, nothing is working.
>> [_] Anonymous 09/28/15(Mon)22:30:28 No.2915095
>>2915092
>shop/audio loops
>> [_] Anonymous 09/28/15(Mon)22:31:29 No.2915097
>>2915084
How do I leave the New Game scene and go back to the main menu?
Dat music
>> [_] Izaki 09/28/15(Mon)22:36:33 No.2915098
>>2915092
>>2915097
Use the compass (Purple gem in HUD) to access the load menu
It's right above the character portraits
>> [_] Anonymous 09/28/15(Mon)22:42:15 No.2915103
>>2915084
Was your Adobe© Flash© file compiled on an Intel© Core© i7© Processor© with HyperThreading©
Technology©?
>> [_] Anonymous 09/28/15(Mon)22:48:21 No.2915109
>>2915084
does this game support oculus vr and apple i pad
becoz if it does tyvm please post your ip addres and i will mail u a pizza roll
>> [_] Izaki 09/28/15(Mon)22:50:01 No.2915110
>>2915109
192.168.1.1
>> [_] Anonymous 09/28/15(Mon)22:51:51 No.2915112
>>2915110
>meem
>> [_] Anonymous 09/28/15(Mon)22:54:25 No.2915114
>>2915109
127.0.0.1
>> [_] Anonymous 09/28/15(Mon)22:55:32 No.2915115
>>2915114
>MEEM
>> [_] Anonymous 09/29/15(Tue)01:05:10 No.2915224
>>2915084
What compression method for audio are you currently using? If possible, go for ogg vorbis; it
gets ridiculously small files without too much degradation in comparison to MP3 etc.
>> [_] Izaki 09/29/15(Tue)01:11:45 No.2915230
>>2915224
Flash has never let me use anything other than .wav. So I'm literally screwed in the department
of file size.
>> [_] Anonymous 09/29/15(Tue)01:21:30 No.2915241
>>2915230
There should be some libraries allowing for vorbis support floating around the labs section of
the adobe website, and if that's not your thing, there's also a haXe decoder that allows you to
run an ogg vorbis player within whatever flash game or video you're making (both of these you can
find using google fairly easily).
In the meantime though, look into MP3, because I know for a fact Flash natively supports it as of
version 6 of the player.
>> [_] Anonymous 09/29/15(Tue)01:50:24 No.2915259
Upload to swfchan and then uplaod a flash which embeds the flash
>> [_] Izaki 09/29/15(Tue)02:00:36 No.2915266
>>2915241
I think MP3 worked, but it was fairly gimmicky and Adobe required me to install Quicktime. Maybe
it shared some of the DLLs or plugins? Either way, to hell with that. I will try your first
suggestion, though. Thank you very much.
>> [_] Izaki 09/29/15(Tue)02:01:59 No.2915267
>>2915259
Is this really a thing? If so, how large is the "host" flash?
>> [_] Anonymous 09/29/15(Tue)02:05:56 No.2915269
>>2915267
60mb is the limit
http://swfchan.org/gg.shtml
>> [_] Anonymous 09/29/15(Tue)02:10:00 No.2915273
>>2915241
The fuck??? Go back to bed.
>>2915230
I'm assuming you're using Flash, and not Flash Builder?
In Flash, you can set each sound object's properties explicitly, and in Publish Settings, you can
set the global defaults and overrides for the audio properties.
Supported settings:
Disable
ADPCM
MP3
Raw
Speech
You should use the highest quality source file for the object (high-bitrate .wav) and set it in
Flash to MP3 at an reasonable good sounding bitrate so that Flash will export the compressed
stream and not add a lot to the file's weight. Typically you can achieve 90% or better reduction
in size without sacrificing much audible quality
The trick though, is MP3 cannot be looped because of the buffer spaces encoded into the bitstream
at compression time; so for looping audio to work seamlessly, the object must be a .WAV stream,
and be sure not to globally override its property.
Also, nothing works. Nice concept though for 1993 :^p